
Mangroves, too green
Pixel art mockup of the delta at sunrise. Forty colours, one tile set, and the mangroves are still too green. I'll fix it tomorrow, probably.
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A narrative fishing game set in a river delta that floods in the wrong season. The palette is fixed at forty colours, and most of the art pipeline is built around that limit.
I built the first controllers from scrap keyboards and a microcontroller. They are not pretty, but the team can take them into the studio and play the prototype on a real table, which tells us more than any screen does.
The project is still in production. This page is the working log: palettes, tiles, the controller prototypes and the trailer sections we have ready to share.

Pixel art mockup of the delta at sunrise. Forty colours, one tile set, and the mangroves are still too green. I'll fix it tomorrow, probably.
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My controller prototype: keyboard keys, a microcontroller and a lot of tape. It works. The solder joints are an honest mess.
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This video has no playable file here. The post and its details are still available.
Hands on the controller in a dim room, the screen lighting the keys. This is the most tested part of the game and the least fun to watch.
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This video has no playable file here. The post and its details are still available.
Soldering a board at the kitchen table in Boa Viagem. The iron has been on since the morning and so has my patience.
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